Fix: Shadows of individual character glyphs could be drawn over other characters (#12115)

(cherry picked from commit 555a37930b)
pull/661/head
frosch 3 months ago committed by Jonathan G Rennison
parent d3bbb4fb1c
commit 89b6773c93

@ -610,59 +610,52 @@ static int DrawLayoutLine(const ParagraphLayouter::Line &line, int y, int left,
const uint shadow_offset = ScaleGUITrad(1);
TextColour colour = TC_BLACK;
bool draw_shadow = false;
for (int run_index = 0; run_index < line.CountRuns(); run_index++) {
const ParagraphLayouter::VisualRun &run = line.GetVisualRun(run_index);
const auto &glyphs = run.GetGlyphs();
const auto &positions = run.GetPositions();
const Font *f = run.GetFont();
/* Draw shadow, then foreground */
for (bool do_shadow : { true, false }) {
TextColour colour = TC_BLACK;
for (int run_index = 0; run_index < line.CountRuns(); run_index++) {
const ParagraphLayouter::VisualRun &run = line.GetVisualRun(run_index);
const auto &glyphs = run.GetGlyphs();
const auto &positions = run.GetPositions();
const Font *f = run.GetFont();
FontCache *fc = f->fc;
colour = f->colour;
ctx.SetColourRemap(colour);
FontCache *fc = f->fc;
colour = f->colour;
if (do_shadow && (!fc->GetDrawGlyphShadow() || (colour & TC_NO_SHADE) != 0 || (colour & ~TC_FORCED) == TC_BLACK)) continue;
ctx.SetColourRemap(do_shadow ? TC_BLACK : colour);
DrawPixelInfo *dpi = _cur_dpi;
int dpi_left = dpi->left;
int dpi_right = dpi->left + dpi->width - 1;
DrawPixelInfo *dpi = _cur_dpi;
int dpi_left = dpi->left;
int dpi_right = dpi->left + dpi->width - 1;
draw_shadow = fc->GetDrawGlyphShadow() && (colour & TC_NO_SHADE) == 0 && (colour & ~TC_FORCED) != TC_BLACK;
for (int i = 0; i < run.GetGlyphCount(); i++) {
GlyphID glyph = glyphs[i];
for (int i = 0; i < run.GetGlyphCount(); i++) {
GlyphID glyph = glyphs[i];
/* Not a valid glyph (empty) */
if (glyph == 0xFFFF) continue;
/* Not a valid glyph (empty) */
if (glyph == 0xFFFF) continue;
int begin_x = positions[i].x + left - offset_x;
int end_x = positions[i + 1].x + left - offset_x - 1;
int top = positions[i].y + y;
int begin_x = positions[i].x + left - offset_x;
int end_x = positions[i + 1].x + left - offset_x - 1;
int top = positions[i].y + y;
/* Truncated away. */
if (truncation && (begin_x < min_x || end_x > max_x)) continue;
/* Truncated away. */
if (truncation && (begin_x < min_x || end_x > max_x)) continue;
const Sprite *sprite = fc->GetGlyph(glyph);
/* Check clipping (the "+ 1" is for the shadow). */
if (begin_x + sprite->x_offs > dpi_right || begin_x + sprite->x_offs + sprite->width /* - 1 + 1 */ < dpi_left) continue;
const Sprite *sprite = fc->GetGlyph(glyph);
/* Check clipping (the "+ 1" is for the shadow). */
if (begin_x + sprite->x_offs > dpi_right || begin_x + sprite->x_offs + sprite->width /* - 1 + 1 */ < dpi_left) continue;
if (do_shadow && (glyph & SPRITE_GLYPH) != 0) continue;
if (draw_shadow && (glyph & SPRITE_GLYPH) == 0) {
ctx.SetColourRemap(TC_BLACK);
GfxMainBlitter(ctx, sprite, begin_x + shadow_offset, top + shadow_offset, BM_COLOUR_REMAP);
ctx.SetColourRemap(colour);
GfxMainBlitter(ctx, sprite, begin_x + (do_shadow ? shadow_offset : 0), top + (do_shadow ? shadow_offset : 0), BM_COLOUR_REMAP);
}
GfxMainBlitter(ctx, sprite, begin_x, top, BM_COLOUR_REMAP);
}
}
if (truncation) {
int x = (_current_text_dir == TD_RTL) ? left : (right - 3 * dot_width);
for (int i = 0; i < 3; i++, x += dot_width) {
if (draw_shadow) {
ctx.SetColourRemap(TC_BLACK);
GfxMainBlitter(ctx, dot_sprite, x + shadow_offset, y + shadow_offset, BM_COLOUR_REMAP);
ctx.SetColourRemap(colour);
if (truncation) {
int x = (_current_text_dir == TD_RTL) ? left : (right - 3 * dot_width);
for (int i = 0; i < 3; i++, x += dot_width) {
GfxMainBlitter(ctx, dot_sprite, x + (do_shadow ? shadow_offset : 0), y + (do_shadow ? shadow_offset : 0), BM_COLOUR_REMAP);
}
GfxMainBlitter(ctx, dot_sprite, x, y, BM_COLOUR_REMAP);
}
}

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